New Gryphon Races
(Version 1.04 - Last Modified: 03/07/2007)
- All artwork owned and copyrighted by Wizards of the Coast
Introduction
The powerful and majestic Gryphon, an uncommon sight in most Human lands, are renowned for strength and
speed. Many adventures and nobles wish to control a gryphon as a riding mount, but there are only few
groups that know the proper techniques to train a gryphon, and all refuse to share these secrets. The
Cyclops are one such group and although they are often too large to ride a gryphon, they raise them as
pets and guards for their households. A group of Humans deep in the Old Kingdom Mountains have also
maintained the knowledge used to train gryphons and they use these animals in place of horses and they
are they key to allowing the small community of Humans to survive in an area dominated by Orcs and other
monstrous humanoids.
Over the centuries, the Kingdom of Prevatia, as the Old Kingdom community of Humans calls itself,
has bred many varieties of Gryphons, always trying to find the best and strongest types. While the
Cyclops would be disgusted by this kind of breeding program, the kingdom found it necessary in order
to survive the near constant Orc incursions. Each of the new gryphon races is extremely rare outside
of the kingdom, but adventures have been known to come to the kingdom in search of training and a
powerful mount. Although reluctant to sell to obviously evil individuals, the Kingdom of Prevatia has
no compunctions about selling a Gryphon or the training the ride it to someone willing to pay their
price.
Aurora Gryphon
Illustration Ciruelo. ©1993-2004 Wizards of the Coast, Inc.
With the success of the Balshan Gryphon, the breeders in the Kingdom of Prevatia wanted
to know how far they could push the boundaries with enchanting the eggs of a Prevatia
Gryphon. After several unsuccessful experiments, kept secret from the public, the first
Aurora Gryphons were born. These Gryphons were very similar to a standard Prevatia
Gryphon and at first the breeders had believed that the experiment had failed, but when
a nearby archer widely missed a target dummy, the Gryphon's true powers were revealed.
Before the eyes of the breeders and the assembled knights, the Gryphon warped space
around itself to protect it from the incoming arrow. Stunned, the breeders continued to
study this strange Gryphon are were able to reproduce its powers in an entirely new
breed of Gryphons. The Aurora Gryphons have a unique protection system that allows them
to bend and warp space to allow them to avoid most projectively weapons and spells, a
very useful ability for an airborne mount. While relatively new, the Aurora Gryphon is
quickly gaining in popularity throughout the armed forces of the Kingdom of Prevatia.
Racial Statistics
- Racial Type: Animal - Gryphon
- Alignment: Any (more animal than intelligent)
- Attributes:
- I.Q.: Roughly equal to a human intelligence of 5
- M.E.: 4 (1D6)
- M.A.: 3 (1D6)
- P.S.: 18 (5D6)
- P.P.: 18 (5D6)
- P.E.: 21 (6D6)
- P.B.: 14 (4D6)
- Spd: 14 (4D6) running and 88 (1D6x10+48) flying
- Size: 6’ (1.8 m) high at the shoulders, 11’ (3.4 m) in length, plus tail,
and wingspan of 40' (12.2 m).
- Weight: 350 to 450 lbs (158.8 to 204.1 kg)
- S.D.C.: 85 (1D4x10+55)
- Hit Points: 77 (PE attribute x2 +35)
- Natural Armor Rating: 9
- Average Life Span: 200 years
- Horror Factor: 13
- P.P.E.: 40 (1D6x10)
- Magic Powers: None
- Natural Abilities:
- Gryphon Abilities:
Nightvision 120' (36.6 m), exceptional hawk-like vision (can see a rabbit
2 miles / 3.2 km away), 180 degree arc for peripheral vision, high animal
IQ, can learn to understand as many as three different languages (level
of understand is about 50%). Can be ridden as a mount, but if weight
exceeds half of its carrying weight (as determined by its PS attribute),
the Gryphon's speed and combat bonuses will be reduced by half, and the
gryphon cannot fly if it is carrying more then 75% of its maximum carrying
weight.
- Protective Field:
The main ability of the Aurora Gryphon is its ability to warp space around
it when an arrow or spell is fired at it. As long as the attacker is not
within 10' (3 m) of the Gryphon and it is possible to evade a spell or
projectile with a dodge roll, the gryphon gains the auto-dodge ability with
a bonus of +10, in addition to any normal dodge bonus it may have, which
are normally not applied on rolls for auto-dodge. This makes it almost
impossible to hit an Aurora Gryphon with a projectile or an avoidable spell.
- Combat Skills: 4 attacks per melee, +2 to initiative, +3 to strike, and +3
to dodge.
- Damage: Includes bonuses from PS attribute.
- Restrained Claw Attack: 1D6
- Full Strength Claw Attack: 4D6+3
- Bite: 2D6+3
- Bonuses: +5 to save vs. all types of magic, +5 to save vs. all types of
toxins, +5 to save vs. disease, +2 to all other saving throws, and +12% to save
vs. coma / death. Includes bonuses from PE attribute.
- Natural Skills:
- Prowl (66%)
- Track: Sight (54%)
- Appearance: They have the head and front claws of an eagle, the body of
a lion, and great, feathered wings.
- Habitat: The Kingdom of Prevatia only!
- Allies: None per se; like most animals, they can be taught to obey and
respond to humans and humanoids.
- Enemies: Instinctively hates vampires and other undead.
- Value: 400,000+ gold for a trained, mature adult male.
Balshan Gryphon
Illustration Wayne England. ©1995-2001 Wizards of the Coast, Inc.
A special Gryphon that is the result of enchanting a regular Gryphon egg through a powerful and very
secret ritual, the Balshan Gryphon possesses a few magical abilities that it can be commanded to use
by the rider and that it will use itself when needed. The Balshan Gryphons are reserved for special
units within the Kingdom of Prevatia's army and are generally only ridden by high level Paladins and
Knights. The Balshan Gryphons are also the most beautiful of the Gryphons and are often sought after
for their appearance.
Racial Statistics
- Racial Type: Animal - Gryphon
- Alignment: Any (more animal than intelligent)
- Attributes:
- I.Q.: Roughly equal to a human intelligence of 5
- M.E.: 4 (1D6)
- M.A.: 3 (1D6)
- P.S.: 14 (4D6)
- P.P.: 14 (4D6)
- P.E.: 18 (5D6)
- P.B.: 17 (5D6)
- Spd: 14 (4D6) running and 75 (1D6x10+35) flying
- Size: 5’ (1.5 m) high at the shoulders, 10’ (3 m) in length, plus tail, and wingspan
of 35' (10.7 m).
- Weight: 350 to 450 lbs (158.8 to 204.1 kg)
- S.D.C.: 58 (5D6+40)
- Hit Points: 56 (PE attribute x2 +20)
- Natural Armor Rating: 9
- Average Life Span: 250 years
- Horror Factor: 12
- P.P.E.: 60 (2D4x10)
- Magic Powers: All Balshan Gryphons have the following magical abilities: Blinding Flash,
Call Lightning, Breathe Without Air (affects both the Gryphon and its rider), and Teleport:
Superior (self and rider only, decrease range to 10% normal). Each spell can be cast four times
per day without any PPE cost, after that, each spell costs twice as much PPE to cast. The
Balshan Gryphon can only cast one spell per melee round and it consumes half of the Gryphon's
attacks for that melee.
- Natural Abilities: Nightvision 120' (36.6 m), exceptional hawk-like vision (can see a
rabbit 2 miles / 3.2 km away), 180 degree arc for peripheral vision, high animal IQ, can learn
to understand as many as three different languages (level of understand is about 50%). Can be
ridden as a mount, but if weight exceeds half of its carrying weight (as determined by its PS
attribute), the Gryphon's speed and combat bonuses will be reduced by half, and the gryphon
cannot fly if it is carrying more then 75% of its maximum carrying weight.
- Combat Skills: 4 attacks per melee, +1 to initiative, and +1 to dodge.
- Damage:
- Restrained Claw Attack: 1D6
- Full Strength Claw Attack: 4D4
- Bite: 2D4
- Bonuses: +6 to save vs. all types of magic, +5 to save vs. all types of toxins, +5 to
save vs. disease, +3 to all other saving throws, and +6% to save vs. coma / death.
- Natural Skills:
- Prowl (66%)
- Track: Sight (54%)
- Appearance: They have the head and front claws of an eagle, the body of a lion, and
great, feathered wings.
- Habitat: The Kingdom of Prevatia only!
- Allies: None per se; like most animals, they can be taught to obey and respond to
humans and humanoids.
- Enemies: Instinctively hates vampires and other undead.
- Value: 1,000,000+ gold for a trained, mature adult male.
Daraja Gryphon
Illustration Stuart Griffin. ©1993-2004 Wizards of the Coast, Inc.
Deep in the Old Kingdom Mountains, the Kingdom of Prevatia is at the heart of a monster invested region
of the planet. Although the kingdom's defenders are skilled at battling Orc raiders and other humanoids
tribes, the standard military is not equipped to handle the occasional supernatural terror that wanders
into the kingdom. If such a monster was allowed to reign free in the kingdom for very long, it could
cause permanent devastation and incredible loss of life. To fight these kinds of creatures, the military
breeders created a special Gryphon race that is specialized in tracking and fighting supernatural
creatures. Flown by a group of elite paladins, the Daraja Gryphons have proved invaluable to the defense
of Prevatia over the years.
Racial Statistics
- Racial Type: Animal - Gryphon
- Alignment: Any (more animal than intelligent)
- Attributes:
- I.Q.: Roughly equal to a human intelligence of 5
- M.E.: 4 (1D6)
- M.A.: 3 (1D6)
- P.S.: 20 (5D6+2)
- P.P.: 14 (4D6)
- P.E.: 21 (6D6)
- P.B.: 14 (4D6)
- Spd: 14 (4D6) running and 80 (1D6x10+40) flying
- Size: 6’ (1.8 m) high at the shoulders, 11’ (3.4 m) in length, plus tail, and wingspan
of 40' (12.2 m).
- Weight: 380 to 500 lbs (172.4 to 226.8 kg)
- S.D.C.: 90 (1D4x10+60)
- Hit Points: 92 (PE attribute x2 +50)
- Natural Armor Rating: 9
- Average Life Span: 180 years
- Horror Factor: 13
- P.P.E.: 40 (1D6x10)
- Magic Powers: None
- Natural Abilities:
- Gryphon Abilities:
Nightvision 120' (36.6 m), exceptional hawk-like vision (can see a rabbit 2 miles / 3.2
km away), 180 degree arc for peripheral vision, high animal IQ, can learn to understand
as many as three different languages (level of understand is about 50%). Can be ridden
as a mount, but if weight exceeds half of its carrying weight (as determined by its PS
attribute), the Gryphon's speed and combat bonuses will be reduced by half, and the
gryphon cannot fly if it is carrying more then 75% of its maximum carrying weight.
- Sense Supernatural Creatures:
The Daraja Gryphon can sense the presence of supernatural creatures within a radius of
2000' (610 m) and can these creatures as if it was tracking them by sight. Increase the
range to 4000' (1220 m) to sense the presence of a creature of magic, like a dragon.
- Enhanced Damage:
The Daraja Gryphon deals additional damage against supernatural creatures. The Gryphon
deals double damage against normal supernatural creatures and triple damage against
creatures of magic, like a dragon.
- Combat Skills: 5 attacks per melee, +2 to initiative, +1 to strike, and +1 to dodge.
- Damage: Includes bonuses from PS attribute.
- Restrained Claw Attack: 1D6
- Full Strength Claw Attack: 4D6+5
- Bite: 2D6+5
- Bonuses: +6 to save vs. all types of magic, +5 to save vs. all types of toxins, +5 to
save vs. disease, +2 to all other saving throws, and +12% to save vs. coma / death.
- Natural Skills:
- Prowl (60%)
- Track: Sight (58%)
- Appearance: They have the head and front claws of an eagle, the body of a lion, and
great, feathered wings.
- Habitat: The Kingdom of Prevatia only!
- Allies: None per se; like most animals, they can be taught to obey and respond to
humans and humanoids.
- Enemies: Instinctively hates vampires and other undead.
- Value: 280,000+ gold for a trained, mature adult male.
Ekundu Gryphon
Illustration David A. Cherry. ©1993-2004 Wizards of the Coast, Inc.
Over the generations, a special breed of Gryphons, called the Ekundu Gryphons, were developed to serve as
messengers and as scouts. While not as strong or as tough as the common Prevatia Gryphons, the Ekundu
Gryphons are much faster and can easily out distance their slower brethren. The Ekundu Gryphons also take
part in the kingdom's only organized sporting event, gryphon racing. These races are held monthly and draw
large crowds from across the small kingdom. For the military however, the quick Gryphons are critical for
delivering messages between airborne troops and distant outposts that are important in defending the
kingdom from raids.
Racial Statistics
- Racial Type: Animal - Gryphon
- Alignment: Any (more animal than intelligent)
- Attributes:
- I.Q.: Roughly equal to a human intelligence of 5
- M.E.: 4 (1D6)
- M.A.: 3 (1D6)
- P.S.: 14 (4D6)
- P.P.: 18 (5D6)
- P.E.: 18 (5D6)
- P.B.: 14 (4D6)
- Spd: 18 (5D6) running and 100 (1D6x10+60) flying
- Size: 6’ (1.8 m) high at the shoulders, 11’ (3.4 m) in length, plus tail, and wingspan
of 45' (13.7 m).
- Weight: 300 to 420 lbs (136.1 to 190.5 kg)
- S.D.C.: 70 (1D4x10+40)
- Hit Points: 77 (PE attribute x2 +35)
- Natural Armor Rating: 9
- Average Life Span: 200 years
- Horror Factor: 13
- P.P.E.: 30 (1D6x10)
- Magic Powers: None
- Natural Abilities: Nightvision 200' (61 m), exceptional hawk-like vision (can see a
rabbit 3 miles / 4.8 km away), 180 degree arc for peripheral vision, high animal IQ, can learn
to understand as many as three different languages (level of understand is about 50%). Can be
ridden as a mount, but if weight exceeds half of its carrying weight (as determined by its PS
attribute), the Gryphon's speed and combat bonuses will be reduced by half, and the gryphon
cannot fly if it is carrying more then 75% of its maximum carrying weight.
- Combat Skills: 4 attacks per melee, +3 to initiative, +2 to strike, and +3 to dodge.
- Damage: Includes bonuses from PS attribute.
- Restrained Claw Attack: 1D6
- Full Strength Claw Attack:: 4D4
- Bite: 2D4
- Bonuses: +4 to save vs. all types of magic, +4 to save vs. all types of toxins, +4 to
save vs. disease, +2 to all other saving throws, and +6% to save vs. coma / death.
- Natural Skills:
- Prowl (70%)
- Track: Sight (66%)
- Appearance: They have the head and front claws of an eagle, the body of a lion, and
great, feathered wings.
- Habitat: The Kingdom of Prevatia only!
- Allies: None per se; like most animals, they can be taught to obey and respond to
humans and humanoids.
- Enemies: Instinctively hates vampires and other undead.
- Value: 75,000+ gold for a trained, mature adult male.
Prevatia Gryphon
Illustration A. Waters. ©2000 Wizards of the Coast, Inc.
The most common of the Gryphons bred in the kingdom, the Prevatia Gryphons serve as the standard mounts
of the cavalry that protects the kingdom. These Gryphons are larger and more powerful then the standard
Gryphons and through years of training, they will easily accept a rider, although they still have
tendencies to reject some riders that they do not like. The Prevatia Gryphons are also the only special
Gryphon that is commonly sold to outsiders, and even then, the price is quite high.
Racial Statistics
- Racial Type: Animal - Gryphon
- Alignment: Any (more animal than intelligent)
- Attributes:
- I.Q.: Roughly equal to a human intelligence of 5
- M.E.: 4 (1D6)
- M.A.: 3 (1D6)
- P.S.: 18 (5D6)
- P.P.: 14 (4D6)
- P.E.: 21 (6D6)
- P.B.: 14 (4D6)
- Spd: 14 (4D6) running and 88 (1D6x10+48) flying
- Size: 6’ (1.8 m) high at the shoulders, 11’ (3.4 m) in length, plus tail, and wingspan
of 40' (12.2 m).
- Weight: 350 to 450 lbs (158.8 to 204.1 kg)
- S.D.C.: 80 (1D4x10+50)
- Hit Points: 82 (PE attribute x2 +40)
- Natural Armor Rating: 9
- Average Life Span: 200 years
- Horror Factor: 13
- P.P.E.: 30 (1D6x10)
- Magic Powers: None
- Natural Abilities: Nightvision 120' (36.6 m), exceptional hawk-like vision (can see a
rabbit 2 miles / 3.2 km away), 180 degree arc for peripheral vision, high animal IQ, can learn
to understand as many as three different languages (level of understand is about 50%). Can be
ridden as a mount, but if weight exceeds half of its carrying weight (as determined by its PS
attribute), the Gryphon's speed and combat bonuses will be reduced by half, and the gryphon
cannot fly if it is carrying more then 75% of its maximum carrying weight.
- Combat Skills: 4 attacks per melee, +2 to initiative, +1 to strike, and +1 to dodge.
- Damage: Includes bonuses from PS attribute.
- Restrained Claw Attack: 1D6
- Full Strength Claw Attack: 4D6+3
- Bite: 2D6+3
- Bonuses: +5 to save vs. all types of magic, +5 to save vs. all types of toxins, +5 to
save vs. disease, +2 to all other saving throws, and +12% to save vs. coma / death.
- Natural Skills:
- Prowl (66%)
- Track: Sight (54%)
- Appearance: They have the head and front claws of an eagle, the body of a lion, and
great, feathered wings.
- Habitat: The Kingdom of Prevatia only!
- Allies: None per se; like most animals, they can be taught to obey and respond to
humans and humanoids.
- Enemies: Instinctively hates vampires and other undead.
- Value: 55,000+ gold for a trained, mature adult male.
Razorfoot Gryphon
Illustration Ben Thompson. ©1995-2000 Wizards of the Coast, Inc.
The largest and most powerful of the special Gryphons bred by the Kingdom of Prevatia, the Razorfoot Gryphon
is also the slowest and the most difficult to handle. With sharper claws and a greater killing instinct, the
Razorfoot Gryphon is built for combat. This makes the Razorfoot Gryphons critical to the defense of the
Kingdom of Prevatia, which relies on the combined abilities of the Gryphons and their riders to defend their
small nation from the marauding orc tribes.
Racial Statistics
- Racial Type: Animal - Gryphon
- Alignment: Any (more animal than intelligent)
- Attributes:
- I.Q.: Roughly equal to a human intelligence of 5
- M.E.: 4 (1D6)
- M.A.: 3 (1D6)
- P.S.: 21 (6D6)
- P.P.: 11 (3D6)
- P.E.: 21 (6D6)
- P.B.: 14 (4D6)
- Spd: 11 (3D6) running and 65 (1D6x10+25) flying
- Size: 8’ (2.4 m) high at the shoulders, 15’ (4.6 m) in length, plus tail, and wingspan
of 50' (15.2 m).
- Weight: 400 to 500 lbs (181.4 to 226.8 kg)
- S.D.C.: 100 (1D6x10+60)
- Hit Points: 102 (PE attribute x2 +60)
- Natural Armor Rating: 10
- Average Life Span: 180 years
- Horror Factor: 14
- P.P.E.: 30 (1D6x10)
- Magic Powers: None
- Natural Abilities: Nightvision 120' (36.6 m), exceptional hawk-like vision (can see a
rabbit 2 miles / 3.2 km away), 180 degree arc for peripheral vision, high animal IQ, can learn
to understand as many as three different languages (level of understand is about 50%). Can be
ridden as a mount, but if weight exceeds half of its carrying weight (as determined by its PS
attribute), the Gryphon's speed and combat bonuses will be reduced by half, and the gryphon
cannot fly if it is carrying more then 75% of its maximum carrying weight.
- Combat Skills: 5 attacks per melee, +1 to initiative, and +3 to strike.
- Damage: Includes bonuses from PS attribute.
- Restrained Claw Attack: 2D6
- Full Strength Claw Attack: 5D6+6
- Bite: 3D6+6
- Bonuses: +5 to save vs. all types of magic, +5 to save vs. all types of toxins, +5 to
save vs. disease, +2 to all other saving throws, and +12% to save vs. coma / death.
- Natural Skills:
- Prowl (54%)
- Track: Sight (48%)
- Appearance: They have the head and front claws of an eagle, the body of a lion, and
great, feathered wings.
- Habitat: The Kingdom of Prevatia only!
- Allies: None per se; like most animals, they can be taught to obey and respond to
humans and humanoids.
- Enemies: Instinctively hates vampires and other undead.
- Value: 150,000+ gold for a trained, mature adult male.
Standard Gryphon
Gryphons are highly intelligent animals that appear to be a combination of an eagle and a lion. They can
often be found on cliffs of remote mountain ranges, especially those in the northern parts of the world.
This type of Gryphon can also be found on the Isle of the Cyclops, where they are raised and domesticated
as companions, hunters, guardians of the island, and as pets. A domesticated gryphon may allow a rider of
Human size or smaller to ride it, although it does not like being ridden. The Kingdom of Prevatia also
trains standard Gryphons for the same purpose, although they tend to favor their own special gryphons for
riding.
Complete statistics for the standard Gryphon are available in the Palladium Fantasy RPG book Monsters &
Animals starting on page 99.
Unyaro Gryphon
Illustration Al Davidson. ©1993-2004 Wizards of the Coast, Inc.
Gryphons are highly independent creatures and only reluctantly take orders from a rider.
Wild Gryphons are almost impossible to train and most of the groups that train Gryphons
often do some from the moment a Gryphon is hatched from its egg. However, in the process
of breeding their Gryphons, the Kingdom of Prevatia stumbled upon a new breed of Gryphon
with an amazing ability. Whenever one of these Gryphons was placed with a group of
Gryphons, the group would immediately begin to exhibit the traits of a pack. While the
Kingdom of Prevatia is unable to understand the reason why this new breed of Gryphons
causes this reaction, it is one they exploit to the fullest. The Unyaro Gryphon are bred
in small numbers, but every large group of Gryphon Riders is led by a rider on a Unyaro
Gryphon and the largest and most powerful Gryphon in the kingdom, bred specifically for
the king, is a Unyaro Gryphon.
Racial Statistics
- Racial Type: Animal - Gryphon
- Alignment: Any (more animal than intelligent)
- Attributes:
- I.Q.: Roughly equal to a human intelligence of 5
- M.E.: 4 (1D6)
- M.A.: 6 (2D4)
- P.S.: 18 (5D6)
- P.P.: 14 (4D6)
- P.E.: 24 (6D6+3)
- P.B.: 14 (4D6)
- Spd: 14 (4D6) running and 88 (1D6x10+48) flying
- Size: 7’ (2.1 m) high at the shoulders, 13’ (4 m) in length, plus tail,
and wingspan of 50' (15.2 m).
- Weight: 380 to 480 lbs (172.4 to 217.7 kg)
- S.D.C.: 90 (1D4x10+60)
- Hit Points: 92 (PE attribute x2 +50)
- Natural Armor Rating: 9
- Average Life Span: 200 years
- Horror Factor: 13
- P.P.E.: 40 (1D6x10)
- Magic Powers: None
- Natural Abilities:
- Gryphon Abilities:
Nightvision 120' (36.6 m), exceptional hawk-like vision (can see a rabbit 2 miles / 3.2
km away), 180 degree arc for peripheral vision, high animal IQ, can learn to understand
as many as three different languages (level of understand is about 50%). Can be ridden
as a mount, but if weight exceeds half of its carrying weight (as determined by its PS
attribute), the Gryphon's speed and combat bonuses will be reduced by half, and the
gryphon cannot fly if it is carrying more then 75% of its maximum carrying weight.
- Inspire Gryphons:
The Unyaro Gryphon can inspire and lead nearby Gryphons and as long as the Unyaro
Gryphon is engaged in combat, all Gryphons engaged in combat within 2000' (610 m) of
it gain the following bonuses: +1 attack per melee, +1 to initiative, +2 to strike,
+2 to dodge, and +2 to damage for all attacks. These bonuses are not cumulative even
if a Gryphon is within range of several Unyaro Gryphons.
- Combat Skills: 4 attacks per melee, +2 to initiative, +2 to strike, and +1 to dodge.
- Damage: Includes bonuses from PS attribute.
- Restrained Claw Attack: 1D6
- Full Strength Claw Attack: 4D6+3
- Bite: 2D6+3
- Bonuses: +7 to save vs. all types of magic, +7 to save vs. all types of toxins, +7 to
save vs. disease, +2 to all other saving throws, and +18% to save vs. coma / death.
- Natural Skills:
- Prowl (60%)
- Track: Sight (50%)
- Appearance: They have the head and front claws of an eagle, the body of a lion, and
great, feathered wings.
- Habitat: The Kingdom of Prevatia only!
- Allies: None per se; like most animals, they can be taught to obey and respond to
humans and humanoids.
- Enemies: Instinctively hates vampires and other undead.
- Value: 360,000+ gold for a trained, mature adult male.